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Member Since 23 Oct 2018
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#7129160 Duelingbook is making moves on this website (it has its own Custom Cards tab)

Posted by o_smily on Today, 12:11 AM

Thanks for the time though to review my card. May I ask how you did so?


I completely forgot that I linked the card image. I promise I'm not incompetent.

#7129107 Duelingbook is making moves on this website (it has its own Custom Cards tab)

Posted by o_smily on Yesterday, 05:31 PM

Look at this beautiful card I've made.

#7128636 [Written] Proliferating Doom | Weird stat Monster supporter

Posted by o_smily on 16 November 2018 - 04:37 PM

Alright, so I believe I've got the grasp of what you are trying to say. Let me edit it:


Proliferating Doom


Zombie / Effect

Level 1 - 50 / 50

When this card is sent to its owner's GY: Shuffle it into your opponent's Deck face-up. If you draw this card, and the original owner of this card controls a monster with an ATK and/or DEF amount that ends in 50, and your LP is an amount that ends in 50: Take 5000 damage, and if you do, Special Summon this card to its owner's side of the field. You can only use this effect of "Proliferating Doom" once per turn.


This is what I could make out of the effect. I took the liberty to simply having the effect activate on numbers ending with 50, rather than just weird numbers. First of all, it was much simpler to do so, but I also don't know anyone who uses monsters with those questionable stats.


Now, I can see that this card is extremely overpowered. First off, this card does a lot of damage for its effect– almost a bit too much. There isn't really any drawback to it either; you just shuffle it into your opponent's Deck whenever it is sent to the GY, whether by battle, for a Summon, or perhaps as Tribute for some other monster's effects. While you will have to most likely revolve your Deck around monsters with weird stats, limiting the versatility of this card, the effect just seems a bit too risky for the opponent to even draw. Of course now, you always have the chance of playing against someone who happens to take great regard to sending their Zombie-Type monsters to the GY. If this card is sent to the GY, the opponent doesn't take any damage, which may be a good thing then, but the monster will just be shuffled into the Deck again because there is no limitation to either how many times this effect can be activated or how it must be sent to the GY to activate its effect. The only ways to evade this card I can think of is to either 1: Banish the card, or 2: Add it to your hand without activating its effect. Not all Decks utilize the banishing mechanics, and very few are able to add a non-Archetypal card to their hand without drawing. With a certain supporting card, this card will become really scary. Also, most terrifying thing about this: Takes away your draw. I hope to make it clear, we have a dilemma.


However, I really do like your approach to these monsters with weird stats, and I have some suggestions that could potentially make this card more balanced:

1: Restrict the effect condition to: "When this card is sent from the field to the GY:...". This will allow the opponent to potentially bypass the card entirely, though with all of the available Zombie support, it shouldn't be too hard to set the card up again.

2: Reduce the amount of damage your opponent takes by -2950; "Take 2050 damage...". As before mentioned, considering all of the support these Zombie Type monsters get, it should be easy to burn your opponent's LP through less powerful, but nonetheless effective, effects. Also, the addition of the 50 at the end was so your opponent would have a gap to potentially recover from the sudden burn.

3: Add this effect: "... Special Summon this card to its owner's side of the field, then draw 1 card". I feel like this won't allow the card to be too effect against shutting down your opponent, considering how he/she would have drawn the card anyways had "Proliferating Doom" not been there.


If you were to implement at least the first two effects, I feel like the card would become much more balanced. I really enjoyed writing this response, and I hope you take my two cents into consideration. Thank you for reading.

#7128621 [Written] Trap Monster Reborn

Posted by o_smily on 16 November 2018 - 03:29 PM

Ah, yes, thank you. I didn't notice.

#7128543 [Written] Trap Monster Reborn

Posted by o_smily on 16 November 2018 - 06:55 AM

Trap Monster Reborn

Continuous Trap Card


Target 1 Continuous Trap Card in your Graveyard that can be Special Summoned as a monster; Special Summon it, and if you do, while this card is face-up on the field, it is unaffected by your opponent's Spell/Trap Card effects. If the targeted monster leaves the field, destroy this card. If this card is destroyed and sent to the Graveyard, you can target 1 Continuous Trap Card in your Graveyard: add it to your hand.

#7128239 [Written] Prime Hunter Archetype [20 Cards]

Posted by o_smily on 13 November 2018 - 09:31 PM

I've edited them accordingly to your recommendations. Thank you for the feedback.

#7128044 [Written] Chiseled

Posted by o_smily on 12 November 2018 - 09:12 AM




Level 8 - 2500 / 2000


Cannot be Normal Summoned/Set. Apply these effects, based on the number of times you have Summoned "Chiseled" this Duel.

● 1 or more: When this card is Summoned, you can target one card on the field and destroy it.

● 2 or more: This card gains 1000 ATK and DEF.

● 3 or more: Is unaffected by your opponent's monster effects.

● 4 or more: Once per turn, you can draw 1 card.

● 5 or more: When this card is Summoned, you can shuffle one card on the field into the Deck.

#7127533 [Written] Where the Fairies Are

Posted by o_smily on 07 November 2018 - 10:20 PM

Where the Fairies Are

Field Spell


When a Fairy-Type monster(s) is sent from either player's hand to the GY, place 1 Fairy Counter on this card for each monster sent to the GY. Once per turn, during either player's turn, you can remove any number of Fairy Counters from this card: Add 1 Fairy-Type monster from the GY to your hand whose Level is equal to the amount of Fairy Counters removed from this card. If this card is targeted by a Spell/Trap Card or monster effect, or if a card effect is activated that would destroy this face-up card on the field: You can discard one Fairy-Type monster; negate the activation, and if you do, destroy it.

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#7126492 [Written] Prime Hunter Archetype [20 Cards]

Posted by o_smily on 31 October 2018 - 09:37 PM

Archetype strategy: Focuses on changing the Type of enemy monsters, so that the Monster and Spell cards can take a greater advantage over the altered monsters through effects.


Reason for being in Experimental: Introduces a new Type (Prey); can only be gained through effects.




Please, tell me what you make out of my Archetype. I know it is not perfect, and it doesn't cover all of the weaknesses that may be present. I rely on feedback so I can see what is lacking.